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A simple way to counter server hoppers :
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Description

My idea is simple (hope i will explain it clearly because english isn't my first/secondary language)

A sort of timer.

Log on a server, play and start to loot objects, well. Now if you quit the server for another one, all the objects looted in the last 15~30 minutes will not beeing really acquired by the player. If the player disconnect he will loose all objects looted in the last minutes of his game.

Maybe it can work to counter this sh** players farming everywhere and disconnecting when scared.

My 2 cents'.
Bye.
Headx.

Details

Legacy ID
532440805
Severity
None
Resolution
Open
Reproducibility
N/A
Category
Balancing
Steps To Reproduce

If the player disconnect or change for another server : he will loose all objects looted in the last minutes of his game.

Event Timeline

guest edited Steps To Reproduce. (Show Details)Jan 10 2014, 2:00 AM
guest set Category to Balancing.
guest set Reproducibility to N/A.
guest set Severity to None.
guest set Resolution to Open.
guest set Legacy ID to 532440805.May 8 2016, 4:16 PM
Jo added a subscriber: Jo.May 8 2016, 4:16 PM
Jo added a comment.Jan 13 2014, 7:19 AM

quoting from another post here:
"Rocket posted on the dayz forums about KNOWN ISSUES WITHIN ALPHA:
URL-> http://forums.dayzgame.com/index.php?/topic/153994-early-access-important-information-known-issues/ [^]
Game Exploits

  • Combat logging protection not working

Currently many of our features such as queued loading, combat logging timeout, etc... have been disabled as there is the possibility that they will cause additional strain on the central server. Once we know that we can handle the load we will begin implementing these. We do expect this will be a long process, and we'll be working with the community to identify effective ways to deal with this."

A nice idea. How would this work in a server restart situation?

downvoted because there are far simpler ways to solve this problem without punishing innocent players.

Currently this is how it works:

  • You find a safe place (a fallacy, there are no safe places in dayz)
  • You assess the surroundings and determine you would most likely stay alive for the next 30secs
  • you press escape and choose exit
  • you are now looking at the main menu.
  • your character is still in game sitting down for the next 30secs.

Sure it might stop combat logging, but essentially it's a mechanic designed to provide free loot and kills for griefers. Dean Hall vaguely suggested that it was designed to prevent server hopping and ghosting. But I can't see how it does.

The way it should happen

Prevent Server Hopping & Prevent Ghosting

  • Switching server(or server group) within X hours of joining current server(or server group) results in you being moved to a random location that is neither near other players or high value loot locations.

The benefits of this are:

  • Loot Hoppers will be facing a far amount of time running to new high value loot locations each time they change
  • Ghosters will find that they are now facing a long trek to attempt their "flanking" manuvure.

The downsides are :

  • Players performing a legitimate server change will find themselves in new locations.
    • However if these server changes are happening after an hour or so then we should probably leave them in the same location.

Prevent Combat Logging

  • You find a safe place (a fallacy, there are no safe places in dayz)
    • ensure you are not in a status of combat.
    • You assess the surroundings and determine you would most likely stay alive for the next 30secs
  • You press escape and choose exit
  • Your character is sitting down for the next 30secs watching a timer.
    • At this point you are only able to stand back up or move your head.
    • Head movement will not cancel the logout timer process.
    • Standing or clicking the cancel button will cancel the logout process.
  • Someone finds you before the timer ends? move and defend yourself. simple. logout prevented.
    • You will then be in combat for the next 60secs.

People claim my idea allows for abuse, but I can't see how.

The common counter argument is:

  • Sit in a building, with only a door way view to your sitting location
  • Initiate the logout timer
  • Wait for someone to come:
    • If no one arrives:
      • let logout timer get to 29secs, cancel the timer.
    • If someone comes, (now here is their crazy logic):
      • Stand-up and defend yourself. (wow, aborted, much combat log, wut?)

There is a group of people that hate the idea that someone logging out can cancel the logout and defend themselves.
The only reason I can think of that someone wouldn't like that is because it means can't catch people in the process of logging out undefended.